Elysium Nights Theater 2.4 Rules 02/14/01
Comments are welcome.
INTRODUCTION:
Use of any White Wolf Game Systems words, phrases, or concepts is not a challenge
to those copyrights.
These rules are derived from the original Minds Eye
Theater Rules produced by White Wolf Game Studio.
The following rules represent a combined effort on the part of the several authors initiating and operating
Elysium Nights Theater.
Please remember this is just a game.
The purpose of this group is to create a venue whereby participating adults can exercise
their imagination, creativity, and problem-solving skills in a fictitious
setting using characters culled from the World of Darkness.
This game is for the enjoyment of all, but please remember
this is taking place in the World of Darkness and characters die,
get injured, get maimed, and get used. If you do not feel you can
deal with this or accept this, please do not play.
This game is supposed to be an escape from reality. Topics
such as rape and child abuse are not appropriate in this game.
Use appropriate discretion.
PRIMARY RULES:
No touching. If you are initiating a physical challenge, just say so. Do not simply walk up and try to hit the person.
No running and no stunts.
No weapons, real or otherwise, are to be used in this game.
Use the physical representations prepared by the Storytellers.
No illegal drugs or alcohol will be tolerated on the game site.
Anyone caught with a controlled substance will be asked to leave the game.
All players must sign a consent form before each game. Minors (under 18)
are not permitted to participate.
The location we play in must be left in the same condition that we receive it.
If anyone litters or causes other cleanup difficulties, there will be severe penalties.
Although players are encouraged to manipulate these rules to their
character's advantage, cheating will not be permitted.
Cheating is a violation of either the letter or the spirit of the rules.
If a player is determined to be cheating, they will first receive a warning.
A second offense will result in halving of their earned XP.
A third offense will result in the player being banned from the game.
TABLE OF CONTENTS:
Introduction;
Primary Rules;
Table Of Contents;
Clans;
Character Creation and Development;
Disciplines;
Abilities;
Rituals;
Blood;
Willpower;
Control Traits;
Influence;
Tests;
Combat Sequence;
Combat Tests;
Combat Notes;
Fair Escape;
Wound Levels;
Wound Penalties;
Aggravated Wounds, Coup de Grace, and Diablerie;
Blood Drain and Staking;
Surprise;
Frenzy;
Astral and Possession;
Blood Bonds;
Hunting and Blood Storage;
Havens;
Miscellaneous;
Storytelling;
Downtimes and XP Awards;
Links;
Version Control.
CLANS:
- Assamite: In-clan disciplines: Celerity, Obfuscate, and Quietus.
No clan advantage.
Assamites gain no benefit from drinking kindred blood (but may benefit from diablerie).
-
Brujah: In-clan disciplines: Celerity, Potence, Presence.
May choose to turn any frenzy into a rage frenzy.
Minus one control trait, maximum control possible is 8.
-
Caitiff: May choose three non-restricted disciplines as "in-clan".
3 XP per generation, +1 XP per level of out-of-clan discipline costs.
-
Gangrel: In-clan disciplines: Animalism, Fortitude, Protean.
Gains one level of survival ability. Maximum control possible is 7.
-
Gargoyle: In-clan disciplines: Fortitude, Potence, Visceratika.
No clan advantage.
Minus 2 to all mental tests initiated by someone else.
-
Lasombra: In-clan disciplines: Dominate, Potence, and Obtenebration.
No clan advantage.
Lasombra cast no reflection in mirrors, but machines can still capture their image.
-
Malkavian: In-clan disciplines: Auspex, Dominate, Obfuscate. May choose to
win one social test once per night initiated by someone else. Must
start with two major disadvantages / derangements (or three minor), one of which must be
non-physical.
-
Nosferatu: In-clan disciplines: Animalism, Potence, Obfuscate.
Gains one level of sewer lore ability or +1 physical trait (may go above generation maximum).
Must have two major physical disadvantages / derangements (or one major and two minor;
one major must be "hideously ugly").
-
Settite: In-clan disciplines: Obfuscate, Presence, and Serpentis.
No clan advantage.
Settites are made uncomfortable by bright lights and they will try to avoid
them when possible (roleplay only - no trait penalties).
-
Toreador: In-clan disciplines: Auspex, Celerity, Presence.
Gains one level of herd influence or +1 social trait (may go above generation maximum).
Every time a Toreador loses a social test initiated by herself, she loses a control trait.
-
Tremere: In-clan disciplines:
Auspex, Dominate, and one of the three Thaumaturgies: Blood, Fire, or Mind.
The other two Thaumaturgies may be bought any time at out-of-clan cost
without requiring a teacher; only one of the Thaumaturgies is considered
"in clan" for teaching purposes. Blood Thaumaturgy is not a prerequisite
of the other Thaumaturgies.
Gains 1 free basic ritual. May be called on to perform risky Tremere duties.
-1 influence (if no additional influenccces are purchased, Tremere characters begin with 2
influences).
-
Tzimisce: In-clan disciplines: Animalism, Auspex, and Vicissitude.
No clan advantage.
Tzimisce havens are special. Their haven must contain at least a cubic meter of earth from their embrace
location; if that earth is disturbed they will be uncomfortable and will work to replace it.
On moving to a new haven, they will be uncomfortable for the first month
staying there regardless (roleplay only - no trait penalties).
-
Ventrue: In-clan disciplines: Dominate, Fortitude, Presence.
Gains +1 leadership ability or +1 physical trait (may go above generation maximum).
Selective feeding - must choose a demographic less than 20% of the general population -
hunting takes at least twice as long and herd costs twice as much.
CHARACTER CREATION AND DEVELOPMENT:
- All PCs must choose two minor or one major disadvantage / derangement(s).
If not played properly, the PC will be given new ones in game play.
Disadvantages can be considered a physical impairment (such as being
blind or having a limp) or a psychological condition that causes some
detriment to the owner (such as complete truthfulness).
Derangements are likewise psychological conditions that will cause detriment
to the user (such as phobias, vengefulness, or power madness).
- Initial character creation for kindred, ghoul, or kine:
There are three "trait areas": physical, social, and mental.
Each area confers certain advantages and disadvantages;
with a higher physical, a character is more combat-ready (or harder to kill);
with a higher social, a character can use (or resist) the disciplines
Animalism and Presence better;
with a higher mental, a character can use (or resist) the disciplines
Auspex, Dominate, Obfuscate, and Thaumaturgy better.
Total bids are calculated by adding the appropriate trait area,
abilities (see below), and bonuses from disciplines.
- Begin vampire character creation with one of the clans listed, with 7
in one trait area, 5 in another trait area,
and 3 in the last trait area. 5 abilities (though there must be at least 3
different abilities listed), 2 willpower,
3 influences, 3 basic in-clan disciplines, and 10 "freebies" (similar to XP) to
be put in any area. Clan advantages and disadvantages may alter these numbers.
Generation may be bought at character creation with freebies, and may be lowered in
game-play by diablerie, though the player must pay XP for the generation to
balance the character before spending any XP on any other area. Diablerie
costs one additional point per generation gained (so a Brujah who
diablerizes pays 3 XP, a Caitiff pays 4 XP).
Caitiff are limited to 13th-10th gen at character creation, though they may diablerize to any generation.
- Begin ghoul character creation with 7 in one trait area, 5 in another trait area,
and 3 in the last trait area.
5 abilities (though there must be at least 3 different abilities listed), 1 willpower, 3
influences, and
19 "freebies" (simiar to XP) to be put in any area.
(note: ghouls start off three points down). Ghouls may only buy
Celerity, Fortitude, and Potence disciplines. Ghouls may have up to three points of
kindred blood in addition to their normal blood.
- Begin kine character creation with 7 in one trait area, 5 in another trait area,
and 3 in the last trait area.
5 abilities (though there must be at least 3 different abilities listed), 1 willpower, 3
influences, and
16 "freebies" (similar to XP) to be put in any area.
(note: kine start off six points down). Kine may not buy any disciplines.
- If a ghoul or kine is embraced during game play, that character must be
recreated from scratch as a kindred with the same XP.
- Spending freebies vs. additional XP:
- Freebies may be spent freely on generation, though they may not be spent on rituals.
- Only up to 5 freebies may be spent on influences. Any number of XP may be spent on influences.
- XP may be spent on rituals, though they may not be spent on generation unless
diablerie takes place during gameplay.
- General XP costs: 1 physical, mental, or social trait: 1 XP; 1 ability: 1 XP;
1 control trait: 1 XP;
in-clan category 1 discipline: 3 XP, in-clan category 2 discipline: 6 XP,
in-clan category 3 discipline: 9 XP; willpower: 3 XP;
generation: 2 per gen past 13; basic ritual: 1 XP; advanced ritual: 3 XP;
1 influence: 1 XP. Generation at character creation if Caitiff: 3 XP;
Generation at character creation if not Caitiff: 2 XP;
Diablerie if Caitiff: 4 XP;
Diablerie if not Caitiff: 3 XP. Out-of-clan disciplines: see "out of clan disciplines" below.
- Generation:
- Lowest starting PC generation is 8.
- Trait maximums: kine, ghoul, or 13: 13, 12: 14, 11: 14, 10: 15, 9: 15, 8: 16,
7: 16, 6: 17. (13 + (13 - gen)/2).
- Willpower maximums: 13: 4, 12: 5, 11: 6, 10: 8, 9: 10, 8: 12, 7: 15, 6: 18.
Kine or ghoul: 3.
- Blood pools are the same as willpower maximums for kindred or kine; below 6th gen
adds six blood per gen: 5: 24, 4: 30, 3: 36.
- Out of clan disciplines: OOC disciplines can be bought two ways.
-
If bought during character creation, the path costs an additional three
points and each level costs two additional points per level. Thaumaturgy,
Protean, Quietus, Visceratika, Obtenebration, Serpentis, or Vicissitude
cannot be bought out of clan at character creation (there is an exception for
Tremere buying other Thaumaturgy paths at character creation).
Examples:
- A Nosferatu buys Heightened Senses at character creation: costs 3 (buying
the Auspex path) + 3 (Heightened Senses) + 2 (additional cost for the
1a) = 8 points.
- A Tremere chooses Mind Thaumaturgy as in-clan, but wants to buy Blood
Mastery at character creation: costs 3 (buying the blood path) + 3 (
Inqusisition) + 2 (additional cost for the 1a) + 3 (Blood Mastery) + 2
(additional cost for the 1b) = 13 points.
-
If bought during game play, the path costs nothing, and each level costs
one additional point per level, but both basics (category 1) must be
specifically taught by someone who has that discipline in-clan at
intermediate (category 2) or higher. Once both basics have been learned (
either during creation or game play), the player may choose to buy the
intermediate and advanced without a teacher.
The restricted disciplines such as Thaumaturgy, Protean, and the derived disciplines,
are slightly different: they can only be taught if the teacher has that
discipline in-clan at advanced (category 3).
Examples:
- A Nosferatu is taught Heightened Senses during game play needs one month
and a teacher who has Auspex at 2a or higher: costs 0 (buying the Auspex
path) + 3 (Heightened Senses) + 1 (additional cost for the 1a) = 4
points.
- A Tremere chooses Mind Thaumaturgy as in-clan, but wants to learn Blood
Mastery during game play. She needs two months but does not need a teacher: the
first month: 0 (buying the blood path) + 3 (Inqusisition) + 1 (
additional cost for the 1a) = 4 points; the second month: 3 (Blood
Mastery) + 1 (additional cost for the 1b) = 4 points, for a total of 8
points over 2 months.
- A Tremere who has Blood Thaumaturgy as her in-clan and has Cauldron (Blood 3a)
could teach a Brujah the discipline Inquisition (Blood 1a) one month and Blood Mastery
(Blood 1b) the next month (the Tremere cannot teach Mind or Fire Thaumaturgy,
since those count as "out of clan").
The Brujah could then buy Potency, then
Blood Destruction, then Cauldron at one level a month over the next three months without
a teacher.
The Brujah could never teach Blood Thaumaturgy, since it was not in-clan for her.
- Caitiff choose three non-restricted paths at character creation. Out of
clan disciplines cost an additional XP per level (above and beyond the
cost listed for out of clan disciplines).
- If a character is killed (by PC or NPC) or retires, the player gets 50% of that
character's spent points plus any unspent points
for creating a new character.
- A character may be retired at any time. If the player maintains control of their character
(that is, not killed, staked, or otherwise trapped), the player may bring that character back into
the chronicle later. The player must rebuild the character with the player's current XP total.
- Point caps per character lifecycle: no more than 100 XP may be spent on any PC.
- Point caps per game: no more than one level of any discipline may be bought per game.
Example: character T has Obfuscate 1b
and Potence 2a. Character T may choose to buy Obfuscate 2a and Potence 2b next month,
but cannot buy any more until next month.
- Control traits: Characters can buy control traits at 1 XP per control.
Maximum control is still 10 (or 8 if Brujah, 7 if Gangrel). Control is the higher of these:
generation - number of discipline levels - number of childer - number of diableries
+ additional control traits + willpower, or additional control traits + willpower.
- Starting equipment:
All characters start with 1000$ cash per influence and the choice of one +0
trait, 1 wound weapon of any type (pistol, stake, knife, etc).
DISCIPLINES:
- Animalism:
Bid: social traits + survival ability + level of Animalism vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. The use
and source of 1a, 2a, and 3a is obvious to victims and enlightened onlookers.
- 1a: Beast Within - No cost, ranged. If victim is not kindred, it has
no effect. If test is successful, victim loses 4 control traits. If victim
frenzies, the user of this discipline may choose what type of frenzy the
victim enters.
- 1b: Overcome the Beast - No cost, always on, self only. The user gains
+3 to defend against all Animalism, Dominate, or Presence disciplines;
user gets +3 to penetrate Majesty. User also gets +3 control traits (maximum
control traits is still 10 (8 if Brujah, 7 if Gangrel)).
- 2a: Song of Serenity - Cost is 1 blood. On successful use the victim
comes out of frenzy (if they were in frenzy), regains max normal control
pool, and gives one of their willpower to the user (if the victim has
any willpower). The user may spend this stolen willpower as if it is a
normal willpower during the same scene. Only one stolen willpower may
be held at any given time. If the user takes another willpower (either
from the same victim or someone else), the previously stolen willpower
is lost. If the willpower is used or if the scene ends without using the
stolen willpower, it also is lost.
- 2b: Embrace the Beast - No cost, only usable on self. Users of this
discipline may add +6 to defend against all Animalism, Dominate, or Presence
disciplines; user also gets +6 to penetrate Majesty. This bonus already
includes the bonus from Animalism 1b and applies regardless if Embrace
is active. If this discipline is active, the user then may double their
normal bid to defend against all Animalism, Dominate, or Presence disciplines;
user also gets double normal bid to penetrate Majesty. The multiplier
is applied after all other bonuses are added together. If this discipline
is active, user cannot use Animalism 1a, 2a, or 3a. Does not require test
to activate or deactivate; is an instant action to activate or deactivate.
This power does not effect the control rating of the user.
- 3a: Control the Beast - Costs 1 blood, ranged. If test is successful, the victim has all blood costs tripled (ie, discipline activation, soaking, healing, pumping, etc) for 10 minutes or the scene, whichever is longer. Not stackable on the victim. When a user has obtained this level of the discipline she may now use Animalism 1a, 2a, and 3a while under the effects of Animalism 2b.
- Auspex:
If the auspexer fails a test, he must wait at least 10 minutes before trying
the same test on the same victim again.
Bid: mental traits + investigate ability + level of Auspex vs. mental traits
+ subterfuge ability + level of obfuscate. If the auspexer uses 1a, 1b, or
2b and fails the test, the auspexer gets static. If 1b, 2a (aura), or 2b is
used on a victim having Obfuscate 3a (Soul Mask), the victim may answer whatever
they wish. Use and source of 2a (aura) is obvious to victims and enlightened
onlookers. The use of 2b is obvious to the victim, though the source is not
obvious. The use of 3a to manifest (without using mask of 1000 faces) is obvious
to all onlookers. Auspex use excluding Telepathy and Astral is ranged.
- 1a: Heightened Senses - No cost. Using this power, an Auspexer may test
against Obfuscate 1a, 2a, and 2b when the Obfuscated individual moves
or disappears (not both). Cannot be used in combat except to penetrate
Obfuscate (see Obfuscate 1a). If the obfuscator tries to disappear as
an instant action, the Auspexer may test to see through the obfuscate
as a special instant action that does not take an action on the part of
the auspexer (but may then not test when the obfuscator moves). If the
obfuscator is using Mask, an auspexer may test to see through the Mask
as a noncombat action. An Auspexer may test against Obfuscate 1b without
needing the Obfuscator to move. Note- the player of the Auspex character
must see the player of the Obfuscating character. May also be used for
listening in on conversations. The radius of spying is 12 paces. If a
loud noise (gunshot, very loud music, shouting, etc) occurs nearby during
such listening, the user may not use Heightened Senses for spying for
10 minutes.
- 1b: Aura Perception - No cost. If test is successful, the user one of
the following: type of creature, emotional state, diableries in the last
year, or if truthful. If used on a possessed body, this power reads the
possessor's aura. Cannot be used in combat.
- 2a: Senses of the Enlightened - This power comprises of two abilities.
- Sense hidden: No cost, cannot be used in combat; requires a full
minute of concentration to use. Bid is half of normal Auspex bid.
If test is successful, the user sees through Obfuscate 1a, 2a, 2b,
Protean (and its derived disciplines) 2b, or any other hiding immediately
(even if targets were standing perfectly still). This may be used
only once per scene per user.
- Identify aura: No cost, usable in combat. Bid is half of normal
Auspex bid. This power is sourced and obvious to the enlightened.
If test is successful, the user sees the victim's unique and distinct
aura. Physical disguises cannot prevent this power from working. If
the victim is using Obfuscate 1b and that has not been penetrated,
the auspexer sees the aura of the mask. If the victim has Obfuscate
3a, he may choose to change his aura, including mimicing another character's
aura. Usable once per 30 minutes per victim.
- 2b: Telepathy - No cost. The victim must be within the presence and
line of sight of the auspexer during the initial test; the auspexer may
then leave the presence and/or line of sight of the victim for later tests.
Telepaths may enter the victim's mind (initial test, does not count as
an offensive action) then win a test for each desired effect (these tests
count as offensive actions). Possible effects: truthful result of a single
yes/no question, access vision, or access hearing. Simple conversation
between the user and victim does not require any additional test. The
"access" effect lasts for 1 hour or until the telepath tries to enter
a different victim's mind, whichever comes first. If the telepath fails
any effect test, they are ejected from the victim's mind and may not try
to enter again for 10 minutes. The victim may spend a willpower at any
time to eject the telepath, but the telepath may counterspend. Telepaths
may use Command at half traits (only on the telepathy victim) through
the initial entry, however, the victim may do the same thing: the victim
may use Command at half traits on the telepath without needing eye contact.
If either the telepath or the victim has Mastery, their Commands are at
full traits. If the victim wins any Dominate challenge initiated
through Telepathy by the Telepath, the victim gets an immediate Obfuscate
vs. Auspex test to eject the Telepath. Telepathy may be used during combat,
but only one event per combat round (i.e., first round, the telepath may
enter the victim's mind, second round, the telepath may access vision,
third round, the telepath may ask one question). Victims know when there
is a telepath in their head. When conversing or questioning, telepaths
have distinct "voices". These voices can be changed (and other telepaths'
voices imitated) by Obfuscate 1b. The victim may test against the imitator
if they have auspex 1a. If a victim has multiple telepaths in her head,
all the telepaths are aware of all others present and each can hear any
conversing and effects going on. Telepathy cannot detect Mesmerism or
Conditioning but can detect if memories have been altered (such as with
Forgetful Mind or Mesmerism). Telepaths automatically see astrals (auspex
3a).
- 3a: Astral Projection - No cost. Users of this discipline may project
their minds and observe nearly anything. Astrals may use all Auspex powers,
Command (only via Telepathy), Embrace the Beast, the Summons Lock part of Summons, Majesty, Mask of 1000
Faces (to make their otherwise ghostly manifestation appear solid; note
telepaths automatically see the astral form in addition to the mask),
and Soul Mask. Astrals cannot use a physical disguise - when projecting,
the user appears as her true self. Does not require a test to activate
or deactivate. A projector (aka astral) has several movement possibilities:
1) move normal movement rate (this rate may not be modified by celerity)
as their normal move; 2) move directly to a place they are familiar with
regardless of distance as their normal move; 3) move step-for-step with
anyone they are following (regardless of the victim's celerity) as their
normal move; 4) follow another astral or possessor back to their body
as a special action. See the section on Astral
and Posession for additional detail.
- Celerity:
Always on, but user can choose not to use full effect. Costs nothing.
Bid: See combat test section. Does not require a test to activate or deactivate.
Use of 2a and above is obvious to all onlookers.
- 1a: fastdraw, +3 to bid to all brawl, melee, missile, or firearm offensive
or defensive tests.
- 1b: 2* normal move total, +6 to bid total to all brawl, melee, missile,
or firearm offensive or defensive tests.
- 2a: 3* normal move total, +12 to bid total to all brawl, melee, missile,
or firearm offensive or defensive tests.
- 2b: 4* normal move total, +18 to bid total to all brawl, melee, missile,
or firearm offensive or defensive tests.
- 3a: 5* normal move total, +27 to bid total to all brawl, melee, missile,
or firearm offensive or defensive tests.
- Dominate:
In order for Dominate to work, the dominator must be equal or lower generation
than the victim. Non-kindred are treated as 14th generation.
Bid: mental traits + leadership ability + level of Dominate vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. Use and
source of 1a (unless used via telepathy), 2b (mastery), and 3a are obvious
to all enlightened onlookers. Use and source of 1b and 2a are obvious to the
victim only if the victim successfully resists. Dominate use excluding Command
and Conditioning is ranged.
If a command / mesmerism / mastery instruction takes several rounds or minutes
to complete, the victim must spend a minimum of one round trying to fulfill
it. However, if after (or during) that round the victim takes a wound, the
instruction fades.
- 1a: Command - No cost, requires eye contact and common spoken language.
The dominator must be within four paces of the victim unless this power
is used by Telepathy. However, the dominator gets full traits only if
used during roleplaying or during the first round of combat and not used
via Telepathy. During other circumstances, the dominator is at half traits.
May not be used to directly cause wounds, blood loss, or willpower loss
to the victim. If test is successful, the victim must immediately fulfill
a simple request. Unless a time is explicitly specified or the instruction
fades, a command lasts 10 minutes.
- 1b: Forgetful Mind - No cost, requires eye contact. Cannot be used
in combat. If test is successful, the victim has a 10 minute segment (user's
choice) of memory changed.
- 2a: Mesmerism - No cost, requires eye contact. Cannot be used in combat.
May not be used to directly cause wounds to the victim. If test is successful,
the victim now has a delayed Command implanted and forgets the mesmerism
took place. The mesmerism will remain until discharged. One mesmerism
may be implanted if the dominator is the same generation as the victim;
an additional mesmerism may be planted for each generation the dominator
is removed from the victim. The dominator gets no indication of success
or failure from this multiple implanting. If the dominator plants too
many mesmerisms, the oldest one(s) fade.
- 2b: Mastery / Conditioning - No cost. Mastery allows Command to be used
in combat at full bid (including via Telepathy) without eye contact; the
user must have a common language with the victim. Conditioning is a downtime
action that takes 3 full nights and assumes the user has total control over the victim's body.
If a kindred is conditioned, then the victim may then be possessed by
that dominator. Once any victim (kine, ghoul, kindred, etc) is conditioned,
the victim is at half traits to any Dominate test by that dominator. Conditioning
may not be reversed and conveys no advantages for the victim.
- 3a: Possession - No cost. Users of this discipline may take control
of a victim's body. Use requires touch (either through roleplay, use of
a power that causes a touch, or a successful brawl test; the Possession
itself does not require a test), and may only be used from the possessor's
true body. Possession does not work on kindred unless they have been previously
conditioned by the user. A possessor in a host body can be staked (even
if in a kine), and he is immediately driven out of the host body. The
possessor can use the true body's mental and social disciplines, mental
and social traits, abilities, and willpower, and the physical traits of
the host. If an NPC is possessed, the NPC will have 3 physical traits.
Only social and mental traits can be increased by pumping blood. The host
body cannot be healed and blood spent for disciplines or pumping must
come from possessor's true body. If the host body takes any aggravated
damage, the aggravated damage is taken by the possessor's true body. If
the possessor has the appropriate level of Fortitude, the damage may be
soaked. It is a noncombat action to flee the host body and return to the
true body. A possessed host does not recall any of the events that transpired
while he was possessed. See the section on Astral
and Posession for additional detail.
- Fortitude:
Always on, no cost. Use of Fortitude is not obvious to onlookers, but the
side effects (such as walking through a hail of gunfire) may be.
Bid: See combat test section. Does not require a test to activate or deactivate.
- 1a: +1 to bid for brawl, melee, missile, or firearm defensive tests.
User gains +1 wound level (gains a third bruised).
- 1b: +3 to bid total for brawl, melee, missile, or firearm defensive
tests. Ignore wound penalties up to, but not including torpor.
- 2a: +5 to bid total for brawl, melee, missile, or firearm defensive
tests. Aggravated damage is treated as normal (and may be soaked during
combat), however, if the user is in torpor and takes an agg which cannot
be soaked, the user dies.
- 2b: +8 to bid total for brawl, melee, missile, or firearm defensive
tests. May soak or heal three wounds per two blood spent, may spend blood
for soaking or healing at any time. If the user is in torpor, drinking
any kindred blood will bring her to incapacitated. As in 2a above, if
the user is in torpor and takes an agg which cannot be soaked, the user
dies.
- 3a: +12 to bid total for brawl, melee, missile, or firearm defensive
tests. May soak or heal three wounds per blood spent, may spend blood
for soaking or healing at any time. As in 2a above, if the user is in
torpor and takes an agg which cannot be soaked, the user dies.
- Obfuscate:
All but 3a are non-combat actions.
Bid: no bid, but may defend against Auspex. Does not require a test to activate
or deactivate. Unseen characters (1a, 2a, 2b) may be Summoned; no other powers
will work if they cannot be seen. There are two types of obfuscate - disguise
(1b) and hiding (any one of the following: 1a, 2a, or 2b). If a character
has both types of obfuscate active, then an auspexer must test once per each
type of obfuscate active to completely break the character's obfuscate. Otherwise,
an auspexer only has a single test to break obfuscate. The auspexer must first
break the invisibility (1a/2a/2b), then may try to break the disguise (1b).
- 1a: Unseen Presence - No cost. The obfuscator is rendered invisible
until he interacts with the outside world (or vice versa). If the obfuscator
tries to disappear while others are watching, the watchers get a test,
even if they do not have any heightened senses: mental traits + investigate
ability + level of Auspex vs. mental traits + subterfuge ability + level
of Obfuscate. Auspexers may test against the obfuscator either when they
disappear or when they move, not both. Any brawl, melee, missile, or firearm
attacks initiated by the obfuscator gain partial surprise on the target.
- Mask of 1000 Faces - No cost. The obfuscator appears like anyone they
choose. They may alter their mass by plus or minus 25%. May not be used
as a communication device (written words on a shirt, etc.).
- 2a: Vanish - No cost. As unseen presence with the following changes:
Only people with Auspex have a chance to see the obfuscator as he disappears.
Any brawl, melee, missile, or firearm attacks initiated by the obfuscator
gain total surprise on the target.
- 2b: Cloak - No cost, vanish up to 6 others within a 4 pace radius. In
order to be cloaked, the characters being cloaked may not take any actions
during the round of cloaking. Any brawl, melee, missile, or firearm attacks
initiated by the obfuscator gain total surprise on the target, but others
within the cloak attack at partial surprise.
- 3a: Soul Mask - No cost. Immune to Aura Perception, Senses of the Enlightened
(Identify Aura), and Telepathy - user may tell the auspexer whatever he
wishes. Soul mask may not be deactivated. May vanish (2a) as an instant
action for 1 blood, 0 otherwise. If this power is used to instantly vanish,
the user may not take a combat action that round, though they may take
a noncombat action.
- Obtenebration:
Restricted discipline (Obtenebration may be taught to non-Lasombra only by
a Lasombra having the discipline at advanced level).
Bid: mental traits + subterfuge ability + level of Obtenebration vs. same;
exception: 2b. If 3a is active, the user may not make any other offensive test.
Use and source of 1a, 1b, 2a, 2b, and 3a is obvious to all onlookers. This discipline path is based on Thaumaturgy- Mind and Obfuscate.
- 1a: Shadow Meld - See Obfuscate 1a.
- 1b: Stab - See Mind Thaumaturgy 1a.
- 2a: Darkness - See Mind Thaumaturgy 2a.
- 2b: Arms of the Abyss - Costs 1 blood, ranged. If test is successful,
the victim takes 3 wounds levels. Unlike Telekinesis, an object is not
used as a focus.
- 3a: Shadow Mastery - See Mind Thaumaturgy 3a. Unlike Control, the victim
suffers no direct damage from this power.
- Potence:
Always on. User may choose not to use full effect. No cost. Use of Potence
is not obvious to onlookers, but the side effects (such as picking up a car)
may be.
Bid: See combat test section. Does not require a test to activate or deactivate.
No super-leap. Weapons break if too much Potence is used (if they more than
double their original wound levels without being reinforced).
- 1a: +1 to bid for brawl, melee, or missile offensive tests. +1 wound
level for brawl hits.
- 1b: +2 to bid total for brawl, melee, or missile offensive tests. +1
wound level total for brawl, melee, or missile hits.
- 2a: +4 to bid total for brawl, melee, or missile offensive tests. +2
wound levels total for brawl, melee, or missile hits.
- 2b: +6 to bid total for brawl, melee, or missile offensive tests. +2
wound levels total for brawl, melee, or missile hits. If victim takes
damage from a brawl or melee hit, the victim is at half bid on brawl,
melee, missile, and firearm offensive and defensive tests next round.
- 3a: +9 to bid total for brawl, melee, or missile offensive tests. +3 wound levels total for brawl, melee, or missile hits. Sunder: As a combat action, instead of attacking, the user may initiate a physical challenge against 1 target. If successful, user may choose 1 visible item card held or worn by victim; unless potence 3a reinforced, that item card is destroyed, but may be repaired if possible.
- Presence:
Bid: social traits + leadership ability + level of Presence vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. Use and
source of 1a, 1b, 2b, and the second part of 2a are obvious to the victim regardless
if the victim wins or loses the test. Source of 3a is obvious to enlightened
onlookers. Presence use excluding Majesty is ranged.
- 1a: Dread Gaze - No cost. Lasts 10 minutes. Successful use causes the
victim to move out of the presence of the user; the victim may not attack
user unless user corners the victim. If the victim cannot leave the presence
of the user, he must move as far as possible away from the user. May be
used in combat.
- 1b: Anathema - Cost is 1 blood. Dread gaze against up to three victims.
May be used in combat.
- 2a: Presence 2a consists of 2 powers:
- Summons Lock: No cost, only useable against a target once every 30 minutes. Useable in combat as a Non-combat action. If test is successful, user has fullfilled the third requirement to summon a victim. Successful or otherwise, the victim is unaware of the use of this power.
- Summons - Cost is 1 blood. Only usable against a target once every hour. There are two requirements to summon someone; both must be fulfilled: 1) User must have won a summons lock challenge with the victim in the last year; and 4) The victim must be within the city of the summoner (if the victim is not in the city, the summoner realizes this when this power is used). If the victim has Majesty
active, the summoner must overcome the victim's Majesty. If the victim
is a possessor or astral, the summoner must have won a Summons Lock
challenge with the victim's true body in order to summon the victim's
true body. However, if the summoner has won a Summons Lock challenge
with an astral's presence, the summoner may choose to summon the astral
form of the projector. Obfuscated characters
may be Summoned. The victim must come within 4 paces of the summoner
and verbally announce he is responding to a summons. The victim must
wait a minute or one full combat round (whichever comes first), then
he may leave the presence of the summoner. The victim may use an instant
escape if combat begins. If a victim is sucessfully summoned multiple
times, the victim must answer them each in the order they were initiated.
- 2b: Enthrallment - Costs 1 blood to use on 2 or 3 targets, 0 for a single target.
The user may test up to three victims
in his presence; if successful, the victims may not initiate any offensive
physical actions or move, though they must defend at full brawl defense
(even against allies). The enthrallment may be broken in one of four ways;
any one of the four will break the enthrall: 1) the victim may try to
resist the Enthrallment (counts as the victim's combat action for that
round; victim must win another Presence test to successfully resist);
2) if the victim is successfully hit; 3) if the enthraller releases the
victim; 4) After 10 minutes, or the scene is over, whichever is longer.
Enthrallment may only be used once per victim per scene.
- 3a: Majesty - No cost. Only usable on self, user cannot be attacked
or insulted unless the user loses a Presence test. This presence test
is instant and sourceless. Attacker may only test once every 30 minutes
(see exception below), and the Majesty user knows someone is probing their
Majesty. Can be activated or deactivated as an instant action. Does not
require a test to activate or deactivate. All Presence powers may be used
without dropping Majesty or allowing another test to break the Majesty.
If user attacks someone (excluding the use of Presence), the Majesty automatically
drops with respect to that one person. All other viewers of this attack
may attempt to break the user's Majesty every round the user attacks.
- Protean:
Restricted discipline (Protean may be taught to non-Gangrel only by a Gangrel
having the discipline at advanced level).
Bid: no bid. Does not require a test to activate or deactivate. Protean may
not be stacked; that is, only one Protean power may be active at a time. If
a user of protean wants to change from form to form (2a, 2b, and 3a), they
must revert back to human form first. Use of this discipline is obvious to
all onlookers.
There are four bloodlines that natively know a Protean-like discipline- Gangrel
(Protean), Gargoyle (Visceratika), Settite (Serpentis), and Tzimisce (Vicissitude).
If this discipline is learned out of clan, the teacher's bloodline form is
what they learn. Each bloodline's Protean-like discipline is obviously different
from the others, and it cannot be masked or otherwise disguised as another
bloodline's. Celerity can add to movement to any of the forms.
- 1a: Wolf Claws - Costs 1 blood to activate instantly, 0 otherwise.
One wound level per brawl hit becomes agg.
- 1b: Earth Meld - Costs 1 blood to activate as a non-combat action,
0 otherwise. Cannot be used as an instant. The user's physical body becomes
one with the earth. The earth melded into must be roughly equivalent in
mass to the user. The user must be able to take movement in order to use
this power. Physical effects may be ignored - the only powers that can
directly effect an earth-melded person are Summons, Engulf, and Firestorm.
While earth-melded:
- The user cannot initiate any test, nor may she activate or deactivate
any disciplines
- The user cannot hear what is going on nearby (this power cannot
be used to spy on others).
- Certain disciplines continue (if they were active before the user
earth-melded), such as Fortitude, Soul Mask, Embrace the Beast, and
Majesty.
- 2a: At character creation, player decides on either Wolf Form or Bat
form (may not have both): Either choice costs 1 blood to activate instantly,
0 otherwise. Communication is only possible with others with the same
power. Movement at 6 paces, either form, though the bat does fly.
- Wolf Form - User changes shape into a large wolf with +3 physical
traits, +3 investigate, and bite becomes aggravated (Brawl test to
hit; Potence may add traits and normal wounds)
- Bat Form - User changes form to a large bat and cannot initiate
any offensive action. Gets +6 physical for defense only.
- 2b: Form of Mist - Costs 1 blood to activate instantly, 0 otherwise.
Change to mist form. Physical effects may be ignored - the only powers
that can directly effect a mist are Beast Within, Song of Serenity, Mastery,
Dread Gaze, Anathema, Summons, Flame Bolt, Engulf, Firestorm, Snare, or
Control. The mist is easily visible unless the user uses appropriate cover,
in which case Senses of the Enlightened must be used to discover the mist.
The user cannot initiate any test while mist form, nor may she activate
or deactivate any disciplines. However, certain disciplines continue (if
they were active before the user tranformed to mist form), such as Fortitude,
Soul Mask, Embrace the Beast, and Majesty.
- 3a: Aspect of the Wolf - Costs 1 blood to activate instantly, 0 otherwise.
When activated, the user gets the following: brawl hits now do 2 aggravated
damage (Potence may add traits and normal damage); +9 physical traits.
While Aspect is activated, the character cannot be obfuscated at all,
including being cloaked. The character appears to be a large monstrous
humanoid of the player's choice.
- Quietus:
Restricted discipline (Quietus may be taught to non-Assamite only by an Assamite
having the discipline at advanced level).
Bid: Standard missle test (only 2a and 2b have Quietus tests). Use and source
of 2a, 2b, and 3a are obvious to all onlookers. This discipline path is based
on Thaumaturgy- Blood and Fire.
- 1a: Taste Of Blood - Requires 1 blood of victim to be analyzed. Automaticly
determines the generation of the victim. Does not consume the blood tested.
Does not require a test to activate.
- 1b: Cloud Of Silence - Costs 1 blood to activate instantly, 0 otherwise.
When active, no sound may be heard within 4 paces of the user (user may
choose to shrink the volume covered). While in use, only the user is immune
to Command (unless used via Telepathy) and Mastery. Does not require a
test to activate.
- 2a: Blood Spit - See Fire Thaumaturgy 2a, but the user must be within
four paces of the victim. Like Fire 2a, a victim may only be affected
by one blood spit per round.
- 2b: Blood Sweat (range) - See Blood Thaumaturgy 2b.
- 3a: Blood Sweat (touch) - See Blood Thaumaturgy 3a.
- Serpentis:
Restricted discipline (Serpentis may be taught to non-Settites only by a Settite
having the discipline at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Fangs - See Protean 1a.
- 1b: Earth Meld - See Protean 1b.
- 2a: Snake Form - Costs 1 blood to activate instantly, 0 otherwise. The
user changes form to a large snake: bite becomes aggravated (the bite
uses a brawl test to hit; Potence may add traits and normal damage), and
has a four pace move. This form may also spit poison for 1 aggravated
wound (cost is 1 blood per attack, Potence does not add, spit uses a missle
test to hit). Anyone with this power can verbally communicate with another
user of this power.
- 2b: Mist Form - see Protean 2b.
- 3a: Aspect of the Serpent - see Protean 3a. However, this form gets
+6 physical instead of the stated bonus for Protean 3a.
- Thaumaturgy- Blood:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Blood Thaumaturgy vs. same.
Use and source of 2b is obvious to all enlightened onlookers. Use and source
of 3a is obvious to all onlookers.
- 1a: Inquisition - Costs 1 blood of victim to be analyzed. One test
each to determine the following - generation, clan, number of blood bonds,
the generation and clan of the regnant(s) at the time of the bonding,
rough date for the most recent diablerie, and the occasional odd thing.
If user has Thaumaturgy 1a, user loses on ties; 1b, wins on ties; 2a gets
a retest; 3a automatic determination of all questions.
- 1b: Blood Mastery - Costs 1 blood (of the victim); instant, can only
be used once per combat round; the user must have a blood point of the
victim somewhere on the user's person; this blood is destroyed by use
of this power; the user does not spend any blood. In the next test against
the victim, the user gains four temporary willpower which can only be
used to increase bids against the victim during that scene. If the test
or scene ends without using all of the temporary willpower, the willpower
fades away. Does not require a test to use.
- 2a: Potency of the Blood - Costs 1 blood and 10 minutes. This power
allows the user to lower their generation three levels. This confers the
blood pool and Dominate use / resistance of the destination generation.
At the end of the night, the user returns to their true generation. This
may cause implanted mesmerisms to fade. Does not require a test to use.
The user cannot embrace while using this power.
- 2b: Blood Destruction - Costs 1 blood, ranged. If test is successful,
victim loses 3 blood. If victim is not kindred, the victim takes 6 wound
levels damage as the blood in their body is destroyed.
- 3a: Cauldron - Costs 1 blood, victim takes three wounds and loses three
blood. If victim is not kindred, the victim takes nine wounds as the blood
boils out of the victim's body. Use of cauldron requires touch (either through roleplay, use of
a power that causes a touch, or a successful brawl test; the cauldron
itself does not require a test). Potence or weapons may not be added to
the damage, though the Potence bonus to bid may be added to the brawl
bid. No other discipline or power may modify the damage (such as with
hand of flame, fire shield, wolf claws, or wards). Armor may not soak
any of the wound levels, though the damage may be soaked as normal.
- Thaumaturgy- Fire:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Fire Thaumaturgy vs. same.
No fire effects over the 1a (up to three attackers may inflict hand of flame)
may be stacked on a single victim in the same round - only the single most
damaging effect applies. Use and source of this discipline is obvious to all
onlookers.
- 1a: Hand of flame - Costs 1 blood to activate instantly, 0 otherwise.
One wound level per brawl hit becomes aggravated. Does not require a test
to use.
- 1b: Flame Bolt - Costs 1 blood, ranged. If test is successful, victim
takes one aggravated wound.
- 2a: Engulf - Costs 1 blood, ranged. If test is successful, victim takes
two aggravated wounds.
- 2b: Fire Shield - Costs 1 blood to use as an instant; no test. A flame
shield appears and lasts the combat round. Anyone touching or attempting
a brawl or melee test will take two aggravated wounds. If the user touches
somone (standard brawl test), the victim takes two aggravated wounds -
this damage may not be modified by any other discipline or power.
- 3a: Firestorm - Costs 1 blood, ranged. If test is successful, up to
six victims within a up to four pace radius takes two aggravated wounds,
no frenzy effects. User may choose to effect a single victim as per engulf,
but cost to use becomes zero blood (no cost).
- Thaumaturgy- Mind:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Mind Thaumaturgy vs. same;
exception: 2b. If 3a is active, the user may not make any other offensive test.
Use and source of 1a, 1b, 2b, and 3a is obvious to all onlookers.
- 1a: Stab - Costs 1 blood, ranged. If test is successful, victim takes
two wounds.
- 1b: Flight - Costs 1 blood. There is no test and user may fly at normal
movement rate.
- 2a: Mind Shield - Costs 1 blood to activate instantly, 0 otherwise. Lets user defend against brawl, melee, missile, or firearms tests with Mind Thaumaturgy bid instead of standard physical bid. If user is successfully hit, the Shield falls at the end of the combat round. The user may only have one Shield active at one time, but may continue to bring the Shield up every round. Does not require a test to activate. Because this discipline substitutes your Mind Thaumaturgy bid for your physical one, it is subject to being halved under surprise.
- 2b: Telekinesis - Costs 1 blood, ranged. The user chooses an object
from the scene (the object may not be held by another character, not on
another character, not bolted down, and must be a reasonable size) and
it is thrown at the victim. Bid is user's Mind Thaumaturgy vs. victim's
missile defense. If test is successful, the victim takes three wounds.
The object is not destroyed and may be reused.
- 3a: Control - Costs 1 blood, ranged. If test is successful, the victim
takes three wounds and is frozen in place. All brawl, melee, missile,
or firearms offensive and defensive tests are at half bid and the victim
may not move from the spot they are in. This discipline's half bid is
not cumulative with any other event which causes half bid. If a victim
is being Controlled, neither the thaumaturgist nor the victim may be obfuscated, nor may the thaumaturgist move or initiate another offensive action.
Control may be broken any one of three ways; 1) the victim may try to
resist the Control (counts as the victim's combat action for that round;
victim must win a Mind Thaumaturgy test to successfully resist); or 2)
the thaumaturgist releases the victim; or 3) line of sight between the
thaumaturgist and victim are broken. The damage from Control may only
be taken once per victim per scene, but someone may be Controlled any
number (or length) of times.
- Vicissitude:
Restricted discipline (Vicissitude may be taught to non-Tzimisce only by a
Tzimisce having the discipline at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Bone Shards - See Protean 1a.
- 1b: Earth Meld - See Protean 1b.
- 2a: Fleshcraft - Costs one blood to use. User actually changes physical
appearance within same body mass parameters. This alteration takes 5 minutes
and lasts until sunrise. May only be used on self.
- 2b: Mist Form - see Protean 2b.
- 3a: Horrid Form - see Protean 3a. However, this form gets +6 physical
instead of the stated bonus for Protean 3a.
- Visceratika:
Restricted discipline (Visceratika may be taught to non-Gargoyle only by a
Gargoyle having the discipline at advanced level).
Bid: Only the 2b has a bid: mental traits + investigate ability + level of
Visceratika vs. mental traits + subterfuge ability + level of obfuscate. Otherwise,
this discipline path is based on Protean and has its limitations.
- 1a: Claws - See Protean 1a.
- 1b: Stone Meld - See Protean 1b. This can be used on unpainted stone,
cement, or brick.
- 2a: Minor Gargoyle - Costs 1 blood to activate instantly, 0 otherwise.
The user changes form to a man-sized gargoyle: its claw attack becomes
aggravated (Potence may add traits and normal damage), has a 4 pace move,
and can fly.
- 2b: Whispers of the Chamber - see Auspex 1a and Auspex 1b.
- 3a: Major Gargoyle - The user changes form to a large gargoyle. See
Protean 3a. However, this form gets +6 physical instead of the stated
bonus for Protean 3a.
ABILITIES:
New abilities:
Missile- any non-firearm distance weapon.
Sewer Lore- knowledge to navigate and change the labyrinth.
There are no cap on abilities, but character must start with at least three
different abilities on character creation.
-
Brawl: adds to brawl offense and brawl, melee, and missile defense.
- Melee: adds to melee offense and brawl and melee defense (but not firearms or missile defense).
- Firearms: adds to firearms offense and defense.
- Missile: adds to missile offense (but not defense).
- Survival: adds to Animalism offense and defense.
- Investigate: adds to Auspex/Visceratika offense.
- Subterfuge: adds to Auspex/Visceratika defense (obfuscate) and to Obtenebration offense and defense.
- Leadership: adds to Dominate and Presence offense and defense.
- Occult: adds to Thaumaturgy offense and defense and is used for rituals.
- Sewer Lore: secrets of the labyrinth; may only be taken on character creation
by Nosferatu. A "location" is a set of instructions on how to get to a particular
place in the labyrinth. Out of game, locations are represented by a number.
In order to find your way to a certain location, you must know that number
or be led by someone who knows that number. Nosferatu may learn four locations
per Sewer Lore and non-nosferatu may learn one location per Sewer Lore. Locations
can be forgotten and/or memorized instantly. Non-nosferatu must be taught
each level of Sewer Lore. Anyone with Sewer Lore may teach Sewer Lore. Already
existing locations may be found during downtime or at the game if the sum
of the searchers' Sewer Lore is greater than or equal to four times the sum
of the defenders' Sewer Lore. Cellphones do not work in the sewers.
- Any other skill may be learned for background and role-playing purposes, but will not
add to any test.
RITUALS:
For ritual information, see the Links section.
BLOOD:
- Blood may be used for soaking and healing.
Soaking is a "unconscious" part of combat (see combat sequence section),
and healing is a non-combat action (see combat sequence section).
Normal cost to soak or heal is one blood per wound level, though Fortitude may modify this.
Soaking may be done while in frenzy or total surprise; healing may not be done in frenzy nor in
total surprise (unless the user has the appropriate level of fortitude).
- Blood cannot be used to activate powers while in frenzy.
- Also, blood may be pumped for any test except while in frenzy or under total surprise.
Blood may be used to increase physical, social, or mental bids at one blood spent to one bid point.
The increased bid will last the round (any number of offensive and/or defensive tests).
The maximum blood which can be pumped is the current maximum blood pool of the user.
If the user is at half or quarter traits (partial surprise, snare, wound penalties, etc),
the halving occurs before blood is added.
- When spending blood, it must be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).
WILLPOWER:
-
Willpower may be spent at any time except while in frenzy.
Specifically, willpower may be spent while under total surprise.
-
When spending willpower, it must be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).
- Spending a willpower has one of the following effects:
-
Double all trait-related bids for 1 combat round (any number of offensive and/or
defensive tests). Example: Spending 1 willpower to increase social bids will double the overall bids for animalism
and presence (both offense and defense).
-
Resist the effects of telepathy but the discipline user may choose to counterspend.
-
Resist the effects of a regnant's request but the regnant may choose to counterspend.
-
Regain their normal max control traits if already not in frenzy.
-
Ignore wound penalties up to, but not including torpor for one scene.
CONTROL TRAITS:
-
Control traits are the highest of these:
-
generation - number of discipline levels - number of childer - number of diableries
+ additional control traits + willpower, or
- additional control traits + willpower
The maximum control rating is 10 (8 if Brujah, 7 if Gangrel),
and if the character goes below 1, then she becomes an NPC.
- Control traits may be temporarily lost by stressful situations:
-1 for seeing a significant quantity offf blood per scene,
-1 for being part of a combat scene (innnitiating an offensive action or being the victim of such an action), or
-1 for taking each hit that contains aggggravated damage.
Any given scene may not cause the loss of more than three control (this include the Toreador clan disadvantage),
though the discipline Beast Within (animalism 1a) may cause additional loss.
- Control traits are regained instantly by use of a willpower or the discipline song of
serenity (regain to maximum normal).
INFLUENCE:
- There are five different types of influences: Business, Government, Herd,
Occult, and Underworld.
- Business, Government, Underworld, and Occult (to a lesser extent) may be used to acquire items.
- Herd may be used as sources of blood (normally 3 points of blood per herd,
this amount may decrease if in-game events have broken or threaten the masquerade).
- Occult may be used for research and development of new rituals.
- For more influence information, see the Links section.
TESTS:
- Players may choose to relent to a test. If this is done, bids do not need to be announced;
the test is considered a failure by the relenting character.
- All tests are resolved by rock paper scissors.
- One party has >= 4 times the other's bid: The party with the larger bid wins, no test required.
- One party has >= 2 times to < 4 times the other's bid: The party with the larger bid wins rock
paper scissors on ties,
and if he loses, then test again - if he loses this second rock paper scissors, the party with the
smaller bid wins.
- One party has > 1 times to < 2 times the other's bid: The party with the larger bid wins rock
paper scissors on ties.
- Equal bids: Play rock paper scissors until one party wins.
COMBAT SEQUENCE:
- 1) Attacker and defender may activate any number of instant powers.
If defender is fully surprised, defender may not activate any instant powers.
- 2) Attacker and defender point at the targets of their offensive action (if any).
If either are not taking an offensive action, they should point at themselves.
If a target is obfuscated, it cannot be pointed at.
- 3) Attacker offensive action resolved. If victim is partially or fully surprised, he is at half bid
to defend against brawl, melee, missile, and firearms attacks. (Note: all offensive actions are
considered simultaneous, even though they are resolved separately.)
- 4) Optional - Defender offensive action resolved. If defender is partially or fully surprised,
defender may not perform an offensive action.
- 5) Soaking, wound penalties, and other action effects occur.
- 6) If the participant did not perform an offensive action, non-combat actions occur.
If defender is fully surprised, defender may not perform any non-combat actions.
COMBAT TESTS:
- Brawl tests use physical traits + brawl ability + bonus to bid from potency + bonus to
bid from Celerity
vs. physical traits + bonus to bid from Fortitude + bonus to bid from Celerity
+ the highest of the following: (if defender's weapon is ready, melee ability + weapon melee
ability) or (brawl ability).
- Melee tests use
physical traits + melee ability + weapon melee ability + bonus to bid from Potency + bonus to bid
from Celerity
vs. physical traits + bonus to bid from Fortitude + bonus traits to bid Celerity
+ the highest of the following: (if defender's weapon is ready, melee ability + weapon melee
traits) or (brawl ability).
- Missile tests use physical traits + missile ability + weapon missile ability + bonus to bid
from Potency
+ bonus to bid from Celerity
vs. physical traits + bonus to bid from Fortitude + bonus to bid from Celerity + brawl ability.
- Firearms tests use mental traits + firearm ability + weapon firearm ability + bonus to
bid from Celerity
vs. physical traits + bonus to bid from Fortitude + bonus to bid from Celerity + firearm ability.
COMBAT NOTES:
- Only three attackers using either melee or brawl can attack a single defender per round.
If there are more than three, the ones with the highest level of Celerity strike first. If there are
more than 3 attackers with the same celerity, then offensive bids are compared.
Note all attacks are resolved simultaneously; this is only to determine which three
strike.
- An attacker initiating a brawl or melee attack must be within 4 paces of the victim.
- All offensive tests are their own separate test. A combat round may have either one noncombat
or one combat
action per individual. Noncombat includes drawing an item (may be modified by Celerity), obfuscate,
healing (may be modified by Fortitude), or movement.
- Soaking - if a kindred having available blood is hit, the victim may choose to soak one wound
level per hit.
Normal cost is one wound level per blood, though Fortitude may modify this.
If the victim uses his last blood to soak, he will frenzy.
See the blood section for more information about soaking or healing.
- All items must be drawn or readied prior to use - if not done before combat,
this costs 1 noncombat action unless the drawer has Celerity 1a or higher,
in which case drawing is an instant action.
- Range modifiers: no power or effect will work at a range of over 80 paces,
excluding telepathy (after entering the victim's mind), summons, astral, or
possession (after entering a victim's body). This includes gunfire for balance
reasons.
FAIR ESCAPE:
-
There are several ways to escape a combat scene using movement. Any one of the following allows the character to escape
a combat scene.
- Bat Form (or any of the flying forms based on Protean): see movement.
- Form of Mist: see movement.
- Flight: see movement.
- Movement: The escaping character must move 80 paces away from or break line of
sight of any unfriendlies already in the scene. Entering the sewers or moving
around cover counts as breaking line of sight for fair escape only.
WOUND LEVELS:
- Wound levels for kine or ghoul: no wounds sustained, bruised, wounded, wounded, incap,
dead. Example: 2 wounds places them at the first wounded, or 5 kills them.
- Wound levels for kindred: no wounds sustained, bruised, bruised, wounded, wounded, incap,
torpor, dead.
Death can only be caused by an aggravated wound that puts the kindred below torpor or by coup de grace,
otherwise they remain in torpor.
Example: 2 wounds places them at the second bruised, or 6 normal and 1 aggravated unsoaked and in 1 round kills them.
-
To come out of torpor, the victim must drink the blood of a kindred at least 1 generation below them.
However, if they have Fortitude 2b, they may drink any kindred blood to come out of torpor.
WOUND PENALTIES:
- Wounded: All tests are at half bid. May be modified by Fortitude.
- Incapacitated: All tests are at half bid and movement is reduced to 1 pace
per round (may be increased by use of Celerity). May be modified by
Fortitude. This half bid does not stack with any other power.
- Torpor: All further tests are not resisted. No movement possible.
- Dead: If the kindred is over 100 years old, the body instantly turns to ash.
AGGRAVATED WOUNDS, COUP DE GRACE, AND DIABLERIE:
- Aggravated wounds may be caused by natural effect (sunlight for kindred) or disciplines
(Wolf Claws, Aspect of Wolf, Hand of Flame, Engulf, Fire Shield, Firestorm) or coup de grace
(special, see below) only.
Aggravated wounds cannot be soaked in combat. They may only be healed as a non-combat action and
costs three times normal
to do so. Costs and soaking may be changed by Fortitude.
- Coup de grace: this is a special "non-combat wound" which may only be done while the aggressor
and victim are
not in combat and the victim is in torpor.
The aggressor need only announce the victim has been killed and no combat is begun,
nor can it be interrupted once announced.
- Diablerie: like coup de grace, this may only be done while the aggressor
and victim are not in combat and the victim is in torpor. The aggressor
need only announce the victim has been diablerized and no combat is
begun, nor can it be interrupted once announced. Once the victim is dead (
through coup de grace or aggravated wounds), he cannot be diablerized.
The diablerizer immediately loses a control traits and gains black veins in
her aura which may be seen by Aura Perception or detected by Inqusition.
Note: while Soul Mask controls one's aura, Inquisition can still
determine roughly when a diablierie has occurred. If the victim is lower
generation than the diablierizer, the diablerizer drops one generation
during downtime (which causes another loss of a control traits). Only
one generation may be dropped per downtime. Six months after the
diablerie, the black veins fade and may not be seen with Aura Perception,
but Inquisition can still determine rough information about a diablerie.
Character may not enter the game with black veins except with explicit
storyteller permission.
BLOOD DRAIN AND STAKING:
- Blood drain: this may only be done while the aggressor and victim are not in combat,
and the victim agrees or is helpless (staked, incapacitated, torpor, or dead).
The aggressor need only announce the victim has been lost a blood point.
The single point drain cannot be interrupted once announced. Either party may then initiate combat
(if possible),
which prevents another immediate blood drain. Each blood point lost inflicts one normal wound level
to the victim,
which may not be soaked. The blood drain can either go to the aggressor's body (in which case the
victim gives
one of her blood cards to the aggressor) or to a ready container (in which case a storyteller must
fill in a "stored blood" card).
- Staking: if a kindred is successfully hit with a wooden stake (aggressor wins melee test),
the aggressor then must test again, losing on ties (this test may not be modified in any way).
If the aggressor is successful, the victim is staked and completely immobile.
The victim must then relent all tests while staked, though certain disciplines continue (if they
were active when
the victim was staked), such as Fortitude, Soul Mask, Embrace the Beast, and Majesty.
If the stake victim is not kindred, they take one wound level of damage (possibly modified by
Potence). If a kine (such as a ghoul or possession host) is staked, they take no additional damage.
SURPRISE:
- There are no surprise downgraders except by using Auspex to penetrate Obfuscate before
combat begins. There is no "situational surprise"; the only way to gain partial surprise
is to use obfuscate 1a (or have someone use obfuscate 2b on the character).
The only way to gain full surprise is for all attackers to use obfuscate 2a.
If victim is partially or fully surprised, he is at half bid to defend against brawl, melee,
missile, and firearms attacks.
This event's half bid is not cumulative with any other event which causes half bid.
A character may only be surprised in the first round of a combat. Any later use of
obfuscate may hide the user but will not confer any other advantages.
- If there are multiple people attacking a victim, possibly with multiple surprise levels (full,
partial, or none),
the victim is surprised at the lowest attacker's surprise level. For example:
If all attackers attack at full surprise, the victim is counted at full surprise.
If some attackers attack at full surprise, and some attackers attack at partial surprise,
the victim is counted as partial surprise.
If some attackers attack at full surprise, and some attackers attack at partial surprise,
and some attackers attack at no surprise, the victim is counted as not surprised.
FRENZY:
-
As detailed in other sections, only kindred may frenzy.
-
When entering frenzy, the victim must do the following: (references to Protean also apply to the disciplines based
on Protean such as Serpentis or Vicissitude)
-
Change to human form if in any of the alternate forms (Protean 2a or Protean 2b but not Protean 3a).
-
Use all owned Celerity, Fortitude, and Potence.
-
Use the highest owned of the following: Wolf Claws (Protean 1a) or Aspect (3a).
-
Any Protean use must be done as noncombat actions (which has a zero blood cost).
-
While in frenzy, the victim may soak, though they may not heal (unless they have the appropriate level of fortitude),
may not spend willpower, may not spend blood to activate powers, and may not spend blood to pump traits.
The victim must ignore wound penalties up to, but not including torpor.
The victim may not initiate any firearm, Auspex, Dominate, Obfuscate, Presence,
Protean, or Thaumaturgy power or test, though if Embrace the Beast, Soul Mask, or Majesty were active, they continue to
be active and may not be deactivated.
-
There are three types of frenzy: fear, rage, and blood. The type of frenzy is chosen by the ST
with the exception of Brujah characters, who may choose to make any frenzy into a rage frenzy or frenzy caused by
Beast Within, in which case the Animalism user chooses the frenzy type (though a Brujah may still override the
type).
The frenzy may change types at ST discretion. The frenzy ends only when the causing force is
removed or fled from; ST discretion. When the frenzy is complete, the victim regains max normal control traits.
ASTRAL AND POSSESSION:
- Telepaths (Auspex 2b) can automatically see any astral that is not manifesting.
- Powers that can directly effect an astral or possessor are Beast Within, Song of Serenity, Control the Beast,
all Auspex, all Dominate, Cloak (possessors only), all Presence, and Blood Mastery.
- There are several events that can cause a spirit to return to its true body: frenzy, summons used against their
true body, the death or staking of the possessor's host body, or the possessor's choice to flee the body.
- If a possessor or astral is forced to return to their body, an astral may test to follow their spirit back
to the target's true body. The test to follow a spirit back to the true body: the astral's full auspex bid vs.
the target's full obfuscate bid (if the target was using obfuscate, the following astral still gets this test).
Both parties may spend blood and willpower. If the test is successful, the target knows that she was followed.
This test may be done as often as the spirit flees. Note only an astral can see a fleeing spirit.
-
The true bodies of astrals and possessors must remain inside the city while projecting or possessing.
BLOOD BONDS:
-
The regnant or kindred donating the blood does not "know" if the victim is bound.
Until fully bound, there is no effect on the drinker.
-
If a ghoul or kine is blood bound, the embrace breaks all bonds.
-
A few nights after a character is two points blood bound, they feel the beginning of the bond.
However, they do not know the identity of the individual to whom they are being bound.
-
Once bound, the regnant may implant up to four requests the thrall must fulfill.
These requests are treated similar to mesmerisms, except for the following:
requests are not generation-bound.
If a request is changed or implanted at the game, the thrall may choose to spend a willpower to ignore it.
The regnant may counterspend.
If a request is made over downtime, the thrall may not spend willpower to ignore it.
-
Standard blood bond (pure bond):
-
Any type of character may be pure bound to a kindred character (the regnant) by
drinking that character's blood over three nights (the nights may be sequential,
but do not have to be; each night is a "level" of blood bonding). No effects occur from the
first and second levels. At the third level, the character is blood bound and is in
love with the regnant.
-
A victim may only be pure bound to one regnant at a time.
-
While a pure bond is operative, any drinking of either pure blood or shared blood has no effect.
-
The bound may not take any intentional offensive action against the regnant, is at half
traits if attacked by the regnant, may only flee if attacked by the regnant,
and will try to fulfill the regnant's requests up to and including suicide.
-
Any number of characters may be bound to a regnant, though if any of the bound suspect
others are bound also, they will become increasingly jealous of the other bound victims.
-
A pure bond can be removed by waiting 12 months after the most recent drinking,
the use of a ritual, or the death of the regnant.
Once the pure bond has been removed, the victim may then be share bound.
-
If the regnant dies, the victim immediately knows that fact,
but will continue to be bound to the regnant for 1 month.
-
Shared blood bond (shared bond):
-
Several kindred may mix blood to be drunk by any type of characters.
The victim must keep track of each kindred donor and that it was mixed blood.
After six drinks of any particular donor's blood, the victim is then share bound to that donor.
-
A victim may be share bound to any number of donors at a time.
-
While a share bond is operative, any drinking of other blood simply counts as an additional
donor (treat the donor as if that blood was mixed).
-
The bound may not take any intentional offensive action against that donor, may only flee
if attacked by the donor, and will try to fulfull the donor's request up to but
not including suicide.
-
A shared bond to a particular donor can be removed by waiting 6 months after the most
recent drinking of that donor's blood, the use of a ritual, or the death of the donor.
Once all shared bonds have been removed, the victim may then be pure bound.
-
If a donor dies, the victim immediately knows that fact, but will
continue to be bound to that donor for 1 month.
HUNTING AND BLOOD STORAGE:
- Kindred blood (blood from a single kindred) has an indefinite storage life,
but kine blood becomes unusable in three months.
- Hunting at the game generally nets 1 blood per 10 minutes, though this
may vary depending on game-wide cirsumstances.
- Characters cannot overhunt during downtime, but can use herd to collect
blood over their normal blood pool.
- Characters can store a maximum of control traits / 2 blood (round down)
somewhere on their body, and can store an unlimited amount somewhere
else (such as at their haven, in their car, off in the bushes, etc).
If storing blood on your body, ask a storyteller to give you a separate
"stored blood" card for that purpose; if storing blood somewhere else, then
those stored blood cards are held in your character folder at the influence
desk along with a description of where they are stored.
- "Stored blood" cards are not the same as blood cards, and to transfer
stored blood to "in-body" blood, either ask a storyteller or go to the
influence desk.
HAVENS:
- For haven information, see the Links section.
MISCELLANEOUS:
- There have been several questions about what traits, abilities, disciplines, or items add to which tests.
All of the disciplines have a section titled "Bid" and there is a separate section titled "Combat Tests".
Only those specifically listed traits, abilities, disciplines, or items add to the given test.
Example: the discipline Protean does not add to any combat tests. Please ask a Storyteller if you are unsure.
-
Movement:
-
Normal movement is 4 paces per combat round. Celerity increases movement.
-
People may be carried, but this reduces the movement to half of normal movement and both
parties are at half bid for offensive and defensive tests.
No offensive brawl, melee, or missile tests may be initiated by either party.
Only one person can be carried.
-
Opening or closing a door in combat costs 4 paces.
-
It takes 10 minutes of travel time to leave (or return to) the city, regardless
of starting point. This is deliberately vague - for situational clarification,
consult a ST. In order to leave the city, players must fill in an
influence request and get it signed and timestamped by a ST. Characters may start
the game out of the city, but the player must inform an ST prior to the game starting
and then fill out an influence request stating so.
- Physical disguises: unless specified by the player (such as an
unconcealable physical disadvantage), disguises are indistinguishable from
each other.
- Unless otherwise stated, no character may use any discipline or ritual to
affect any other character during downtime.
- If a character's body is under the control of another character (staked, torpored, etc),
they must be released or killed before the end of the next game session or they automatically die.
-
Unenlightened normal creatures take double damage from combat. Normal is defined as "not
important to the storyline and not a player character".
-
Enlightened means any creature that is (correctly) aware of the supernatural world.
Examples include all kindred and ghouls that have not been extensively reprogrammed and the occasional
kine that has significant kindred exposure.
-
Armor:
Armor ranges from 1 ablative wound levels per combat to 5 ablative wound levels per combat.
These wounds are automatically soaked as one wound level per hit. Aggravated wounds
may not be soaked by armor.
As defensive capability increases, price, bulk, and visibility increases (such that level
4 or 5 armor is obvious).
-
Range modifiers: no power or effect will work at a range of over 80 paces.
This includes gunfire for balance reasons.
-
If under the effects of Enthrallment, Summons, Command, Frenzy, or similar effects,
players should not relent to any tests.
-
Animals can be ghouled; animals cannot be embraced.
Character creation is exactly like a normal ghoul except for communication:
the animal ghoul can only understand one word/concept per point of mental traits.
- NPC rules: In general, NPC rules will be published one to three months after being introduced in the game.
These NPC rules are NOT available to PCs; they are there as part of plot device.
If your character would not know about the specific abilities published, please play as if your character does not
know them.
- NPC players: Here is a brief outline of the proceedure we will follow in choosing players to play NPCs:
- STs will play NPCs unless the NPC(s) need to have a longer duration character interaction than a ST can
provide or need more bodies than the STs can provide.
- We will be taking volunteers for NPCs; these volunteers will be put on a list first come, first serve.
- As we need NPCs, the author(s) of that storyline will give a one sentence summary of the plot to the first
person on the list. If that person declines, we will move that person to the end of the list and repeat
the process with the next volunteer.
- Since volunteers (including those who decline) will be privy to sensitive plot information, we expect them to uphold
that secrecy.
- NPCs may kill PCs as part of the plotline only if the ST previously authorizes it (not every plot will have this
permission, but the possibility certainly exists).
- Finally, the list of volunteers will be published periodically.
- Hiding objects (such as bodies): Objects not being carried on a character must be in one of three
states.
- 1) In a haven. See the Haven rules (or the sewer lore rules in this document) for searching.
- 2) In transit between on-site and somewhere else (either going to a haven or leaving town).
- 3) On site but not carried by a character.
Everyone who is hiding an object on site has to register at the
influence desk. The person doing the hiding has to write down 3 things:
the description of the place that the object is hidden (for flavor), their
obfuscate bid, and a number from 1 to 10.
The number represents a conceptual physical location onsite.
A character with Auspex 2a may search for hidden objects.
That player goes to the influence desk and picks a number from 1 to 10 to search.
After 5 minutes, he bids half his auspex and throws two rock paper scissors.
The storyteller compares the bid and the two rps to any hider(s) bids.
If the auspexer beats any of the hiders, the auspexer finds the object(s).
Neither party can spend blood or willpower, and the auspexer cannot try searching that location again for an hour.
STORYTELLING:
- A change by the STs requires at least 2/3 vote of all current STs.
This may include adding or removing STs, removing players, and other ST functions.
- Players can vote to remove a ST or player by a vote of at least 2/3 of
all current players.
- XP may be spent during downtime (preferred) and / or at the game, before the in-game play
actually starts. A ST must sign off on the character sheet and log the request.
- Downtimes are due the second tuesday after the game; electronic only.
- Character backgrounds are required before XP may be spent on the character. The
background will consist of a mandatory one-page questionnaire and an optional story.
If the background is not sufficient, the player may not spend XP on the character until the
background is in order. The background may be submitted on paper, but electronic is preferred.
- Sashes and hand signs:
Sashes should be about an inch wide and worn from shoulder to opposite hip.
The sash should be visible from all sides at all times the power is active.
- Yellow (alternate hand sign: crossed arms at heart level) for Obfuscate 1a, 2a, and 2b or
similar powers.
- Green (alternate hand sign: an index finger to the chin) for Obfuscate 1b or similar powers.
- Purple for Presence 3a.
- Silver for Auspex 3a.
- Red for something odd, such as Protean 3a, a Nosferatu without obfuscate, or other abnormal
appearances.
- Bubblegum pink for off site.
- Yellow and black for a storyteller not playing a character (that is, the ST is not
actually there).
- Cards: We use blood, willpower, and control cards. Blood cards are red,
willpower cards are blue, and control cards will be white or gray.
"Stored blood" cards will be obviously different from blood cards, and to transfer
stored blood to "in-body" blood, ask a storyteller or go to the influence desk.
When any of these items are used, the cards should be immediately surrendered
to a ST or the influence desk.
- Items: All items will have an expiration date and a concealability rating.
If any item is used in a scene, players may ask to check the expiration date
- if the item has expired, any use of ttthat item will fail.
However, repairing (refreshing the expiration date) an item will always be cheaper
than buying a new item.
- The non-augmenting (all disciplines except Celerity, Potence, Fortitude) disciplines
give +1 to bid per level of discipline.
- There are to be no one-person one round kills against kindred, though kine are
a different story.
- No victim may take more than three aggravated damage from a single attacker.
- Every discipline use costs 0 or 1 blood.
- Removed willpower backend (counterspending) rules from all powers except Telepathy.
Willpower is only used in the
frontend (doubling bids) and its other miscellaneous effects.
- There are several ways to be at half bid (surprise, Potence 2b, Snare,
wound penalties, etc), but none of these stack. The maximum penalty is
quartering, and the only way to be at quarter traits is to be the victim of
Control.
- Sabbat and Camarilla characters will use the same rules. Sabbat characters get no
special advantages or disadvantages.
- Design criteria for these rules: Quick, short, and as simple as possible. If a rule
is more complex than is fun, the rule is rewritten.
- We will try to keep rules changes to a minimum, but in any case, rules
will be published and publicly discussed at least one game before any changes
take place to allow everyone to contribute.
DOWNTIMES AND XP AWARDS:
- All downtimes must be submitted electronically before 11:59pm of the second
tuesday after the game.
We would prefer email to individual storytellers (see the Links section),
but a MS-DOS diskette is acceptable.
- Downtimes are optional and have up to six sections: who you are, influence use,
spending XP, special powers, game report, and voting.
If a player does not submit a downtime, the character cashes their
influences in for its monetary value, and the player gets 2.5 XP. A player must show up to the event and turn in a signed waiver in order to get XP.
- Who You Are:
Please include your player (real) name, your character name, and your clan.
- Influence Use:
- 1) Please list the influences you have and who they came from if they are not yours.
- 2) What specifically they are being spent on.
- Note influences can be spent both at the game and during the downtime.
- Spending XP:
Please remember you can only buy one level of a discipline per month, and out-of-clan
disciplines can only be learned during downtime.
- Special Powers:
Please detail any powers (such as rituals or conditioning) you wish to use during downtime.
- Game Report:
The STs pick up to four game reports they thought were most interesting, amusing, or
whatever: those four players get 3 XP. These reports will be santitized and put on the web
page (note: the safest way to be sanitized is for the player to do it herself and
only include information that is acceptable to have in the "in-game public domain").
Please make sure this section is clearly separated from the other sections.
- Voting:
- There are five categories players can vote on. Three are in-character:
the most feared character, most liked character, and the most respected character.
Two are out-of-character: the player who has done the most for the game this month
and best costume.
Choose the character or player that best matches each category.
- Toreador characters get double votes for the in-character categories.
- The top player from each of the in-character categories gets 3 XP.
The top two players from each of the out-of-game categories get 3 XP.
If one player or character is at the top of more than one list,
that player gets 3 XP, and noone else gets 3 XP for that category.
- The top two people from each of the categories are announced at the beginning
of the next game and listed on the web site.
LINKS:
VERSION CONTROL:
- 1998/07/24: v0.1: First version.
- Various updates.
- 1998/12/09: v2.0: Minor changes to wording, change in control trait calculation,
remove double votes from Ventrue, added notes to ST section.
- 1999/05/10: v2.1: Minor changes, typoes fixed. Removed silver cord, added section for astral and possession.
- 2000/03/25: v2.2: Numerous minor tweaks, typoes fixed. Added additional bloodlines. Added several additional
powers and clarifications.
- 2000/07/14: v2.3 beta 4: Minor changes. Moved rituals to separate section.
- 2001/02/14: v2.4 beta: More Minor changes, added widgets to some 3a disciplines. Slightly larger changes to Mind Thaumaturgy, Obtenebration, and Presence.